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OPENINGS

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Since high school I always had a passion for Japanese animation, video editing and Warcraft universe.

So naturally, I came up with the idea to mix all my passions into one project! The WoW's anime style openings.

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They are kind of exercises or training for me.

The goal is to reproduce the original Japanese opening to the perfection by only using World of Warcraft in-game assets. And while crafting them, I also developed a passion for the art of compositing and VFX.

RAGE OF THE LEGION

 

Production : May-June 2015

Type : Machinima

Length : 1 min 30

Original opening : Shingeki no Bahamut

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Game : World of Warcraft

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Roles : director, VFX supervisor, compositor

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Same model as the previous ones. I was helped by other people, but I ended up doing 80% of the project. I mainly used After Effects, Photoshop and WoW Model Viewer (community software that allows us to visualize game assets on blue/green background).

Ancre Attack on Titan

(if you have the error message "This video is not available", click on the Youtube logo to open the video on Youtube or click here)

ATTACK ON ORGRIMMAR

 

Production : July-September 2013

Type : Machinima

Length : 1 min 50

Original opening : Shingeki no Kyojin

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Game : World of Warcraft

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Roles : director, VFX supervisor, compositor

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I was helped by two people during this project. The first one prepared plate in Photoshop which I retrieved to composite and animate in After Effects. And a second one who did the 3D animation shots in Autodesk 3DS Max. I also used WoW Model Viewer (community software that allows us to visualize game assets on blue/green background) for this project.

Ancre Thunder King

THUNDER KING WONDERLAND

 

Production : January-March 2013

Type : Machinima

Length : 1 min 30

Original opening : Deadman Wonderland

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Game : World of Warcraft

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Roles : director, VFX supervisor, compositor

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This was my first project using Adobe After Effects.

I was helped by another person that prepared plates in Photoshop which I retrieved to composite and animate them in After Effects.

I also used WoW Model Viewer (community software that allows us to visualize game assets on blue/green background) for this project.

Ancre Blackhand

WARLORD BLACKHAND

 

Production : March 2015

Type : Machinima

Length : 4 min

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Game : World of Warcraft

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Roles : director, capture, editor

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This project is kind a mix between a short movie that tells the story of the patch content and a trailer for this content. I used a marketing camera made by the community to capture these epic footage.

What is a Machinima ?

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Machinima is the use of real-time computer graphics engines to create a cinematic production. Most often video games are used to generate the computer animation.

 

Machinima has advantages and disadvantages when compared to other styles of filmmaking. Its relative simplicity over traditional frame-based animation limits control and range of expression. Its real-time nature favors speed, cost saving, and flexibility over the higher quality of pre-rendered computer animation. Virtual acting is less expensive, dangerous, and physically restricted than live action. Machinima can be filmed by relying on in-game artificial intelligence (AI) or by controlling characters and cameras through digital puppetry. Scenes can be precisely scripted, and can be manipulated during post-production using video editing techniques. Editing, custom software, and creative cinematography may address technical limitations.

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